//
// Written by Curtis Olson, started May 1997.
//
-// Copyright (C) 1997 - 2002 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
# include <float.h>
#endif
-#include <plib/ssg.h>
-#include <plib/pu.h>
#include <plib/netSocket.h>
-#include <simgear/screen/extensions.hxx>
-#include <simgear/scene/material/matlib.hxx>
#include <simgear/props/props.hxx>
-#include <simgear/scene/sky/sky.hxx>
#include <simgear/timing/sg_time.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
-#include <simgear/route/route.hxx>
-#include <simgear/scene/model/modellib.hxx>
-#ifdef FG_USE_CLOUDS_3D
-# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
-# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
-#endif
-
-#include <Include/general.hxx>
-#include <Scenery/tileentry.hxx>
-#include <Time/FGEventMgr.hxx>
-#include <Time/light.hxx>
+// Class references
+#include <simgear/ephemeris/ephemeris.hxx>
+#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/scene/sky/sky.hxx>
#include <Time/light.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/panel.hxx>
+#include <Include/general.hxx>
+#include <Aircraft/replay.hxx>
#include <Cockpit/cockpit.hxx>
-#include <Cockpit/radiostack.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
+#include <Sound/beacon.hxx>
+#include <Sound/morse.hxx>
#include <FDM/flight.hxx>
-#include <FDM/UIUCModel/uiuc_aircraftdir.h>
-#include <FDM/ADA.hxx>
+// #include <FDM/ADA.hxx>
#include <ATC/ATCdisplay.hxx>
#include <ATC/ATCmgr.hxx>
#include <ATC/AIMgr.hxx>
-#include <Autopilot/newauto.hxx>
-#include <Replay/replay.hxx>
#include <Time/tmp.hxx>
#include <Time/fg_timer.hxx>
#include <Environment/environment_mgr.hxx>
-
-#ifdef FG_NETWORK_OLK
-#include <NetworkOLK/network.h>
-#endif
+#include <GUI/new_gui.hxx>
#ifdef FG_MPLAYER_AS
-#include <MultiPlayer/multiplaytxmgr.hxx>
-#include <MultiPlayer/multiplayrxmgr.hxx>
+#include <MultiPlayer/multiplaymgr.hxx>
#endif
-#include "splash.hxx"
+
+
#include "fg_commands.hxx"
#include "fg_io.hxx"
+#include "renderer.hxx"
+#include "splash.hxx"
#include "main.hxx"
-float default_attenuation[3] = {1.0, 0.0, 0.0};
-ssgSelector *ship_sel=NULL;
-// upto 32 instances of a same object can be loaded.
-ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
-int objc=0;
-ssgSelector *lightpoints_brightness = new ssgSelector;
-ssgTransform *lightpoints_transform = new ssgTransform;
-FGTileEntry *dummy_tile;
-sgVec3 rway_ols;
-// ADA
-// Clip plane settings...
-float scene_nearplane = 0.5f;
-float scene_farplane = 120000.0f;
-
-static double delta_time_sec = 0.0;
-
-glPointParameterfProc glPointParameterfPtr = 0;
-glPointParameterfvProc glPointParameterfvPtr = 0;
-bool glPointParameterIsSupported = false;
-
-
-#ifdef FG_WEATHERCM
-# include <WeatherCM/FGLocalWeatherDatabase.h>
-#endif
+
+
+static double real_delta_time_sec = 0.0;
+double delta_time_sec = 0.0;
+extern float init_volume;
+
#ifdef macintosh
# include <console.h> // -dw- for command line dialog
#endif
-FGEventMgr global_events;
-
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
-// our initializations out of the glutIdleLoop() so that we can get a
+// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
-static int idle_state = 0;
-static long global_multi_loop;
-
-// fog constants. I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
-
-#ifdef FG_NETWORK_OLK
-ssgSelector *fgd_sel = NULL;
-ssgTransform *fgd_pos = NULL;
-#endif
-
-// Sky structures
-SGSky *thesky;
-
-#ifdef FG_USE_CLOUDS_3D
- SkySceneLoader *sgClouds3d;
- bool _bcloud_orig = true;
-#endif
-
-// hack
-sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
-{
- { 1.0f, 0.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.0f, 1.0f }
-};
-
-// The following defines flightgear options. Because glutlib will also
-// want to parse its own options, those options must not be included here
-// or they will get parsed by the main program option parser. Hence case
-// is significant for any option added that might be in conflict with
-// glutlib's parser.
-//
-// glutlib parses for:
-// -display
-// -direct (invalid in Win32)
-// -geometry
-// -gldebug
-// -iconized
-// -indirect (invalid in Win32)
-// -synce
-//
-// Note that glutlib depends upon strings while this program's
-// option parser wants only initial characters followed by numbers
-// or pathnames.
-//
-
-
-ssgSimpleState *cloud3d_imposter_state;
-ssgSimpleState *default_state;
-ssgSimpleState *hud_and_panel;
-ssgSimpleState *menus;
+int idle_state = 0;
+long global_multi_loop;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
+// The atexit() functio handler should know when the graphical subsystem
+// is initialized.
+extern int _bootstrap_OSInit;
-void fgBuildRenderStates( void ) {
- default_state = new ssgSimpleState;
- default_state->ref();
- default_state->disable( GL_TEXTURE_2D );
- default_state->enable( GL_CULL_FACE );
- default_state->enable( GL_COLOR_MATERIAL );
- default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- default_state->disable( GL_BLEND );
- default_state->disable( GL_ALPHA_TEST );
- default_state->disable( GL_LIGHTING );
-
- cloud3d_imposter_state = new ssgSimpleState;
- cloud3d_imposter_state->ref();
- cloud3d_imposter_state->enable( GL_TEXTURE_2D );
- cloud3d_imposter_state->enable( GL_CULL_FACE );
- cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
- cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
- cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
- cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- cloud3d_imposter_state->enable( GL_BLEND );
- cloud3d_imposter_state->enable( GL_ALPHA_TEST );
- cloud3d_imposter_state->disable( GL_LIGHTING );
-
- hud_and_panel = new ssgSimpleState;
- hud_and_panel->ref();
- hud_and_panel->disable( GL_CULL_FACE );
- hud_and_panel->disable( GL_TEXTURE_2D );
- hud_and_panel->disable( GL_LIGHTING );
- hud_and_panel->enable( GL_BLEND );
-
- menus = new ssgSimpleState;
- menus->ref();
- menus->disable( GL_CULL_FACE );
- menus->disable( GL_TEXTURE_2D );
- menus->enable( GL_BLEND );
-}
-
-
-// fgInitVisuals() -- Initialize various GL/view parameters
-void fgInitVisuals( void ) {
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
-#ifndef GLUT_WRONG_VERSION
- // Go full screen if requested ...
- if ( fgGetBool("/sim/startup/fullscreen") ) {
- glutFullScreen();
- }
-#endif
-
- // If enabled, normal vectors specified with glNormal are scaled
- // to unit length after transformation. Enabling this has
- // performance implications. See the docs for glNormal.
- // glEnable( GL_NORMALIZE );
-
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
- // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
-
- sgVec3 sunpos;
- sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
- ssgGetLight( 0 ) -> setPosition( sunpos );
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
- (!fgGetBool("/sim/rendering/shading"))) {
- // if fastest fog requested, or if flat shading force fastest
- glHint ( GL_FOG_HINT, GL_FASTEST );
- } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
- glHint ( GL_FOG_HINT, GL_NICEST );
- }
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- }
-
- // This is the default anyways, but it can't hurt
- glFrontFace ( GL_CCW );
-
- // Just testing ...
- // glEnable(GL_POINT_SMOOTH);
- // glEnable(GL_LINE_SMOOTH);
- // glEnable(GL_POLYGON_SMOOTH);
-}
-
-
-// For HiRes screen Dumps using Brian Pauls TR Library
-void trRenderFrame( void ) {
-
- if ( fgPanelVisible() ) {
- GLfloat height = fgGetInt("/sim/startup/ysize");
- GLfloat view_h =
- (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
- * (height / 768.0) + 1;
- glTranslatef( 0.0, view_h, 0.0 );
- }
-
- static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
-
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- // set the opengl state to known default values
- default_state->force();
-
- glEnable( GL_FOG );
- glFogf ( GL_FOG_DENSITY, fog_exp2_density);
- glFogi ( GL_FOG_MODE, GL_EXP2 );
- glFogfv ( GL_FOG_COLOR, l->adj_fog_color() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-
- // texture parameters
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
-
- // draw the ssg scene
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- glEnable( GL_DEPTH_TEST );
- ssgSetNearFar( scene_nearplane, scene_farplane );
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
- // draw the lights
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-
- if (fgGetBool("/environment/clouds/status"))
- thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
-
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
-}
-
-
-// Update all Visuals (redraws anything graphics related)
-void fgRenderFrame() {
- bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
- bool skyblend = fgGetBool("/sim/rendering/skyblend");
- bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
- bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
-
- GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- // Process/manage pending events
- global_events.update( delta_time_sec );
-
- // static const SGPropertyNode *longitude
- // = fgGetNode("/position/longitude-deg");
- // static const SGPropertyNode *latitude
- // = fgGetNode("/position/latitude-deg");
- // static const SGPropertyNode *altitude
- // = fgGetNode("/position/altitude-ft");
- static const SGPropertyNode *groundlevel_nearplane
- = fgGetNode("/sim/current-view/ground-level-nearplane-m");
-
- // Update the default (kludged) properties.
- fgUpdateProps();
-
- FGViewer *current__view = globals->get_current_view();
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- static double last_visibility = -9999;
-
- // update fog params
- double actual_visibility;
- if (fgGetBool("/environment/clouds/status"))
- actual_visibility = thesky->get_visibility();
- else
- actual_visibility = fgGetDouble("/environment/visibility-m");
- if ( actual_visibility != last_visibility ) {
- last_visibility = actual_visibility;
-
- fog_exp_density = m_log01 / actual_visibility;
- fog_exp2_density = sqrt_m_log01 / actual_visibility;
- ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- if ( actual_visibility < 8000 ) {
- rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
- taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
- } else {
- rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
- taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
- }
- }
-
- // double angle;
- // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
- // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
- // GLfloat mat_shininess[] = { 10.0 };
- GLbitfield clear_mask;
-
- if ( idle_state != 1000 ) {
- // still initializing, draw the splash screen
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
- // Keep resetting sim time while the sim is initializing
- globals->set_sim_time_sec( 0.0 );
- SGAnimation::set_sim_time_sec( 0.0 );
- } else {
- // idle_state is now 1000 meaning we've finished all our
- // initializations and are running the main loop, so this will
- // now work without seg faulting the system.
-
- // calculate our current position in cartesian space
- globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
-
- // update view port
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
-
- if ( fgGetBool("/sim/rendering/clouds3d") ) {
- glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
- cloud3d_imposter_state->force();
- glDisable( GL_FOG );
- glColor4f( 1.0, 1.0, 1.0, 1.0 );
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-#ifdef FG_USE_CLOUDS_3D
- if ( _bcloud_orig ) {
- Point3D c = globals->get_scenery()->get_center();
- sgClouds3d->Set_Cloud_Orig( &c );
- _bcloud_orig = false;
- }
- sgClouds3d->Update( current__view->get_absolute_view_pos() );
-#endif
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- glDisable(GL_DEPTH_TEST);
- }
-
- clear_mask = GL_DEPTH_BUFFER_BIT;
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
-
- if ( skyblend ) {
- if ( fgGetBool("/sim/rendering/textures") ) {
- // glClearColor(black[0], black[1], black[2], black[3]);
- glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
- l->adj_fog_color()[2], l->adj_fog_color()[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- } else {
- glClearColor(l->sky_color()[0], l->sky_color()[1],
- l->sky_color()[2], l->sky_color()[3]);
- clear_mask |= GL_COLOR_BUFFER_BIT;
- }
- glClear( clear_mask );
-
- // Tell GL we are switching to model view parameters
-
- // I really should create a derived ssg node or use a call
- // back or something so that I can draw the sky within the
- // ssgCullAndDraw() function, but for now I just mimic what
- // ssg does to set up the model view matrix
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-
- // set the opengl state to known default values
- default_state->force();
-
- // update fog params if visibility has changed
- double visibility_meters = fgGetDouble("/environment/visibility-m");
- thesky->set_visibility(visibility_meters);
-
- thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
- ( global_multi_loop * fgGetInt("/sim/speed-up") )
- / (double)fgGetInt("/sim/model-hz") );
-
- // Set correct opengl fog density
- glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
- // update the sky dome
- if ( skyblend ) {
- /*
- SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
- << cur_light_params.sky_color[0] << " "
- << cur_light_params.sky_color[1] << " "
- << cur_light_params.sky_color[2] << " "
- << cur_light_params.sky_color[3] );
- SG_LOG( SG_GENERAL, SG_BULK, " fog = "
- << cur_light_params.fog_color[0] << " "
- << cur_light_params.fog_color[1] << " "
- << cur_light_params.fog_color[2] << " "
- << cur_light_params.fog_color[3] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_angle = " << cur_light_params.sun_angle
- << " moon_angle = " << cur_light_params.moon_angle );
- */
-
- static SGSkyColor scolor;
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
- scolor.sky_color = l->sky_color();
- scolor.fog_color = l->adj_fog_color();
- scolor.cloud_color = l->cloud_color();
- scolor.sun_angle = l->get_sun_angle();
- scolor.moon_angle = l->get_moon_angle();
- scolor.nplanets = globals->get_ephem()->getNumPlanets();
- scolor.nstars = globals->get_ephem()->getNumStars();
- scolor.planet_data = globals->get_ephem()->getPlanets();
- scolor.star_data = globals->get_ephem()->getStars();
-
- thesky->repaint( scolor );
-
- /*
- SG_LOG( SG_GENERAL, SG_BULK,
- "thesky->reposition( view_pos = " << view_pos[0] << " "
- << view_pos[1] << " " << view_pos[2] );
- SG_LOG( SG_GENERAL, SG_BULK,
- " zero_elev = " << zero_elev[0] << " "
- << zero_elev[1] << " " << zero_elev[2]
- << " lon = " << cur_fdm_state->get_Longitude()
- << " lat = " << cur_fdm_state->get_Latitude() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun_rot = " << cur_light_params.sun_rotation
- << " gst = " << SGTime::cur_time_params->getGst() );
- SG_LOG( SG_GENERAL, SG_BULK,
- " sun ra = " << globals->get_ephem()->getSunRightAscension()
- << " sun dec = " << globals->get_ephem()->getSunDeclination()
- << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
- << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
- */
-
- // The sun and moon distances are scaled down versions
- // of the actual distance to get both the moon and the sun
- // within the range of the far clip plane.
- // Moon distance: 384,467 kilometers
- // Sun distance: 150,000,000 kilometers
- double sun_horiz_eff, moon_horiz_eff;
- if (fgGetBool("/sim/rendering/horizon-effect")) {
- sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
- moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
- } else {
- sun_horiz_eff = moon_horiz_eff = 1.0;
- }
-
- static SGSkyState sstate;
-
- sstate.view_pos = current__view->get_view_pos();
- sstate.zero_elev = current__view->get_zero_elev();
- sstate.view_up = current__view->get_world_up();
- sstate.lon = current__view->getLongitude_deg()
- * SGD_DEGREES_TO_RADIANS;
- sstate.lat = current__view->getLatitude_deg()
- * SGD_DEGREES_TO_RADIANS;
- sstate.alt = current__view->getAltitudeASL_ft()
- * SG_FEET_TO_METER;
- sstate.spin = l->get_sun_rotation();
- sstate.gst = globals->get_time_params()->getGst();
- sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
- sstate.sun_dec = globals->get_ephem()->getSunDeclination();
- sstate.sun_dist = 50000.0 * sun_horiz_eff;
- sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
- sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
- sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
- thesky->reposition( sstate, delta_time_sec );
- }
-
- glEnable( GL_DEPTH_TEST );
- if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
- glEnable( GL_FOG );
- glFogi( GL_FOG_MODE, GL_EXP2 );
- glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
- }
-
- // set sun/lighting parameters
- ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
-
- // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
- // we only update GL_AMBIENT for our lights we will never get
- // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
- // explicitely to black.
- glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-
- ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
- ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
-
- // texture parameters
- // glEnable( GL_TEXTURE_2D );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
- // glMatrixMode( GL_PROJECTION );
- // glLoadIdentity();
- ssgSetFOV( current__view->get_h_fov(),
- current__view->get_v_fov() );
-
- double agl =
- current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
- - globals->get_scenery()->get_cur_elev();
-
- if ( agl > 10.0 ) {
- scene_nearplane = 10.0f;
- scene_farplane = 120000.0f;
- } else {
- scene_nearplane = groundlevel_nearplane->getDoubleValue();
- scene_farplane = 120000.0f;
- }
-
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- // $$$ begin - added VS Renganthan 17 Oct 2K
- if(objc)
- fgUpdateDCS();
- // $$$ end - added VS Renganthan 17 Oct 2K
-
-# ifdef FG_NETWORK_OLK
- if ( fgGetBool("/sim/networking/network-olk") ) {
- sgCoord fgdpos;
- other = head->next; /* put listpointer to start */
- while ( other != tail) { /* display all except myself */
- if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
- other->fgd_sel->select(1);
- sgSetCoord( &fgdpos, other->sgFGD_COORD );
- other->fgd_pos->setTransform( &fgdpos );
- }
- other = other->next;
- }
-
- // fgd_sel->select(1);
- // sgCopyMat4( sgTUX, current_view.sgVIEW);
- // sgCoord fgdpos;
- // sgSetCoord( &fgdpos, sgFGD_VIEW );
- // fgd_pos->setTransform( &fgdpos);
- }
-# endif
-
-#ifdef FG_MPLAYER_AS
- // Update any multiplayer models
- globals->get_multiplayer_rx_mgr()->Update();
-#endif
-
- if ( draw_otw && skyblend )
- {
- // draw the sky backdrop
-
- // we need a white diffuse light for the phase of the moon
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-
- thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
-
- // return to the desired diffuse color
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-
- // FIXME: This should not be needed, but at this time (08/15/2003)
- // certain NVidia drivers don't seem to implement
- // fgPushAttrib(FG_FOG_BIT) properly. The result is that
- // there is not fog when looking at the sun.
- glFogf ( GL_FOG_DENSITY, fog_exp2_density );
- }
-
- // draw the ssg scene
- glEnable( GL_DEPTH_TEST );
-
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- if ( fgGetBool("/sim/rendering/wireframe") ) {
- // draw wire frame
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- }
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
- }
-
- // This is a bit kludgy. Every 200 frames, do an extra
- // traversal of the scene graph without drawing anything, but
- // with the field-of-view set to 360x360 degrees. This
- // ensures that out-of-range random objects that are not in
- // the current view frustum will still be freed properly.
- static int counter = 0;
- counter++;
- if (counter == 200) {
- sgFrustum f;
- f.setFOV(360, 360);
- // No need to put the near plane too close;
- // this way, at least the aircraft can be
- // culled.
- f.setNearFar(1000, 1000000);
- sgMat4 m;
- ssgGetModelviewMatrix(m);
- globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
- counter = 0;
- }
-
- // change state for lighting here
-
- // draw runway lighting
- glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
- ssgSetNearFar( scene_nearplane, scene_farplane );
-
- if ( enhanced_lighting ) {
-
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- if ( distance_attenuation && glPointParameterIsSupported )
- {
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- float quadratic[3] = {1.0, 0.001, 0.0000001};
- // makes the points fade as they move away
- glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
- }
-
- glPointSize(4.0);
-
- // blending function for runway lights
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
- }
-
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glPolygonMode(GL_FRONT, GL_POINT);
-
- // draw runway lighting
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
- }
-
- // change punch through and then draw taxi lighting
- glFogf ( GL_FOG_DENSITY, fog_exp2_density );
- // sgVec3 taxi_fog;
- // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
- // glFogfv ( GL_FOG_COLOR, taxi_fog );
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
- }
-
- // clean up lighting
- glPolygonMode(GL_FRONT, GL_FILL);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
-
- //static int _frame_count = 0;
- //if (_frame_count % 30 == 0) {
- // printf("SSG: %s\n", ssgShowStats());
- //}
- //else {
- // ssgShowStats();
- //}
- //_frame_count++;
-
-
- if ( enhanced_lighting ) {
- if ( distance_attenuation && glPointParameterIsSupported )
- {
- glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- }
-
- glPointSize(1.0);
- glDisable(GL_POINT_SMOOTH);
- }
-
- // draw ground lighting
- glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
- if ( draw_otw ) {
- ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
- }
-
- if ( skyblend ) {
- // draw the sky cloud layers
- if ( draw_otw && fgGetBool("/environment/clouds/status") )
- {
- thesky->postDraw( cur_fdm_state->get_Altitude()
- * SG_FEET_TO_METER );
- }
- }
-
- if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
- {
- glDisable( GL_FOG );
- glDisable( GL_LIGHTING );
- // cout << "drawing new clouds" << endl;
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- /*
- glEnable( GL_TEXTURE_2D );
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- */
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
-#endif
- glEnable( GL_FOG );
- glEnable( GL_LIGHTING );
- glEnable( GL_DEPTH_TEST );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- }
-
- if ( draw_otw ) {
- globals->get_model_mgr()->draw();
- globals->get_aircraft_model()->draw();
- }
-
- // display HUD && Panel
- glDisable( GL_FOG );
- glDisable( GL_DEPTH_TEST );
- // glDisable( GL_CULL_FACE );
- // glDisable( GL_TEXTURE_2D );
-
- // update the controls subsystem
- globals->get_controls()->update(delta_time_sec);
-
- hud_and_panel->apply();
- fgCockpitUpdate();
-
- // Use the hud_and_panel ssgSimpleState for rendering the ATC output
- // This only works properly if called before the panel call
- if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
- globals->get_ATC_display()->update(delta_time_sec);
-
- // update the panel subsystem
- if ( globals->get_current_panel() != NULL ) {
- globals->get_current_panel()->update(delta_time_sec);
- }
- fgUpdate3DPanels();
-
- // We can do translucent menus, so why not. :-)
- menus->apply();
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- puDisplay();
- // glDisable ( GL_BLEND ) ;
-
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
-
- // Fade out the splash screen over the first three seconds.
- double t = globals->get_sim_time_sec();
- if ( t <= 1.0 ) {
- fgSplashUpdate(0.0, 1.0);
- } else if ( t <= 3.0) {
- fgSplashUpdate(0.0, (3.0 - t) / 2.0);
- }
- }
-
- glutSwapBuffers();
-}
// Update internal time dependent calculations (i.e. flight model)
void fgUpdateTimeDepCalcs() {
static bool inited = false;
- static const SGPropertyNode *replay_master
- = fgGetNode( "/sim/freeze/replay", true );
+ static const SGPropertyNode *replay_state
+ = fgGetNode( "/sim/freeze/replay-state", true );
static SGPropertyNode *replay_time
= fgGetNode( "/sim/replay/time", true );
- static const SGPropertyNode *replay_end_time
- = fgGetNode( "/sim/replay/end-time", true );
+ // static const SGPropertyNode *replay_end_time
+ // = fgGetNode( "/sim/replay/end-time", true );
//SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
// << " cur_elev = " << scenery.get_cur_elev() << endl;
- if ( !cur_fdm_state->get_inited() &&
- globals->get_scenery()->get_cur_elev() > -9990 )
- {
- SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
+ if (!cur_fdm_state->get_inited()) {
+ // Check for scenery around the aircraft.
+ double lon = fgGetDouble("/sim/presets/longitude-deg");
+ double lat = fgGetDouble("/sim/presets/latitude-deg");
+ // We require just to have 50 meter scenery availabe around
+ // the aircraft.
+ double range = 50.0;
+ if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
+ SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
}
cur_fdm_state->bind();
+ }
}
// conceptually, the following block could be done for each fdm
inited = true;
}
- if ( ! replay_master->getBoolValue() ) {
- globals->get_autopilot()->update( delta_time_sec );
+ if ( replay_state->getIntValue() == 0 ) {
+ // replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
- replay_time->setDoubleValue( replay_time->getDoubleValue()
- + ( delta_time_sec
- * fgGetInt("/sim/speed-up") ) );
- }
+ if ( replay_state->getIntValue() == 1 ) {
+ // normal playback
+ replay_time->setDoubleValue( replay_time->getDoubleValue()
+ + ( delta_time_sec
+ * fgGetInt("/sim/speed-up") ) );
+ } else if ( replay_state->getIntValue() == 2 ) {
+ // paused playback (don't advance replay time)
+ }
+ }
} else {
// do nothing, fdm isn't inited yet
}
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
- // Update radio stack model
- current_radiostack->update(delta_time_sec);
}
= fgGetNode("/sim/freeze/clock", true);
static const SGPropertyNode *cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
- static const SGPropertyNode *replay_master
- = fgGetNode("/sim/freeze/replay", true);
+
+ SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
+
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
// Update the elapsed time.
static bool first_time = true;
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
- if ( throttle_hz > 0.0 ) {
- // simple frame rate throttle
- double dt = 1000000.0 / throttle_hz;
+ if ( throttle_hz > 0.0 && scenery_loaded ) {
+ // optionally throttle the frame rate (to get consistant frame
+ // rates or reduce cpu usage.
+
+ double frame_us = 1000000.0 / throttle_hz;
+
+#define FG_SLEEP_BASED_TIMING 1
+#if defined(FG_SLEEP_BASED_TIMING)
+ // sleep based timing loop.
+ //
+ // Calling sleep, even usleep() on linux is less accurate than
+ // we like, but it does free up the cpu for other tasks during
+ // the sleep so it is desireable. Because of the way sleep()
+ // is implimented in consumer operating systems like windows
+ // and linux, you almost always sleep a little longer than the
+ // requested amount.
+ //
+ // To combat the problem of sleeping to long, we calculate the
+ // desired wait time and shorten it by 2000us (2ms) to avoid
+ // [hopefully] over-sleep'ing. The 2ms value was arrived at
+ // via experimentation. We follow this up at the end with a
+ // simple busy-wait loop to get the final pause timing exactly
+ // right.
+ //
+ // Assuming we don't oversleep by more than 2000us, this
+ // should be a reasonable compromise between sleep based
+ // waiting, and busy waiting.
+
+ // sleep() will always overshoot by a bit so undersleep by
+ // 2000us in the hopes of never oversleeping.
+ frame_us -= 2000.0;
+ if ( frame_us < 0.0 ) {
+ frame_us = 0.0;
+ }
+ current_time_stamp.stamp();
+ /* Convert to ms */
+ double elapsed_us = current_time_stamp - last_time_stamp;
+ if ( elapsed_us < frame_us ) {
+ double requested_us = frame_us - elapsed_us;
+ ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
+ }
+#endif
+
+ // busy wait timing loop.
+ //
+ // This yields the most accurate timing. If the previous
+ // ulMilliSecondSleep() call is ommitted this will peg the cpu
+ // (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
- while ( current_time_stamp - last_time_stamp < dt ) {
+ while ( current_time_stamp - last_time_stamp < frame_us ) {
current_time_stamp.stamp();
}
} else {
current_time_stamp.stamp();
}
- delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
- if ( clock_freeze->getBoolValue() ) {
+ real_delta_time_sec
+ = double(current_time_stamp - last_time_stamp) / 1000000.0;
+ // round the real time down to a multiple of 1/model-hz.
+ // this way all systems are updated the _same_ amount of dt.
+ {
+ static double rem = 0.0;
+ real_delta_time_sec += rem;
+ double hz = model_hz;
+ double nit = floor(real_delta_time_sec*hz);
+ rem = real_delta_time_sec - nit/hz;
+ real_delta_time_sec = nit/hz;
+ }
+
+
+ if (clock_freeze->getBoolValue() || !scenery_loaded) {
delta_time_sec = 0;
- }
+ } else {
+ delta_time_sec = real_delta_time_sec;
+ }
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
+ // These are useful, especially for Nasal scripts.
+ fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
+ fgSetDouble("/sim/time/delta-sec", delta_time_sec);
+
static long remainder = 0;
long elapsed;
#ifdef FANCY_FRAME_COUNTER
SGTime *t = globals->get_time_params();
- sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
-
- SGLocation * acmodel_location = 0;
- if(cur_fdm_state->getACModel() != 0) {
- acmodel_location = (SGLocation *) cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
- }
+ globals->get_event_mgr()->update(delta_time_sec);
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-#ifdef FG_NETWORK_OLK
- if ( fgGetBool("/sim/networking/network-olk") ) {
- if ( net_is_registered == 0 ) { // We first have to reg. to fgd
- // printf("FGD: Netupdate\n");
- fgd_send_com( "A", FGFS_host); // Send Mat4 data
- fgd_send_com( "B", FGFS_host); // Recv Mat4 data
- }
- }
-#endif
-
#if defined( ENABLE_PLIB_JOYSTICK )
// Read joystick and update control settings
// if ( fgGetString("/sim/control-mode") == "joystick" )
// {
// fgJoystickRead();
// }
-#elif defined( ENABLE_GLUT_JOYSTICK )
- // Glut joystick support works by feeding a joystick handler
- // function to glut. This is taken care of once in the joystick
- // init routine and we don't have to worry about it again.
#endif
// Fix elevation. I'm just sticking this here for now, it should
cur_time_override->getLongValue(),
globals->get_warp() );
+ if (globals->get_warp_delta() != 0) {
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ l->update( 0.5 );
+ }
+
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
#endif
// Run ATC subsystem
- if (fgGetBool("/sim/ATC/enabled"))
+ if (fgGetBool("/sim/atc/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
+#ifdef FG_MPLAYER_AS
+ // Update any multiplayer models
+ globals->get_multiplayer_mgr()->Update();
+#endif
+
// Run flight model
// Calculate model iterations needed for next frame
}
// flight model
- if ( global_multi_loop > 0 ) {
+ if ( global_multi_loop > 0) {
+ // first run the flight model each frame until it is intialized
+ // then continue running each frame only after initial scenery load is complete.
fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
}
// Do any I/O channel work that might need to be done
- globals->get_io()->update( delta_time_sec );
+ globals->get_io()->update( real_delta_time_sec );
// see if we need to load any deferred-load textures
globals->get_matlib()->load_next_deferred();
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
- if ( fgGetBool("/sim/sound/audible")
- && globals->get_soundmgr()->is_working() ) {
+ if ( globals->get_soundmgr()->is_working() ) {
globals->get_soundmgr()->update( delta_time_sec );
}
#endif
double visibility_meters = fgGetDouble("/environment/visibility-m");
FGViewer *current_view = globals->get_current_view();
- // update tile manager for FDM...
- // ...only if location is different than the viewer (to avoid duplicating effort)
- if( acmodel_location != current_view->getSGLocation() ) {
- if( acmodel_location != 0 ) {
- globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
- visibility_meters );
- globals->get_tile_mgr()->
- update( acmodel_location, visibility_meters,
- acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
- // save results of update in SGLocation for fdm...
- if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- acmodel_location->
- set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
- }
- acmodel_location->
- set_tile_center( globals->get_scenery()->get_next_center() );
- }
+ // Let the scenery center follow the current view position with
+ // 30m increments.
+ //
+ // Having the scenery center near the view position will eliminate
+ // jitter of objects which are placed very near the view position
+ // and haveing it's center near that view position.
+ // So the 3d insruments of the aircraft will not jitter with this.
+ //
+ // Following the view position exactly would introduce jitter of
+ // the scenery tiles (they would be from their center up to 10000m
+ // to the view and this will introduce roundoff too). By stepping
+ // at 30m incements the roundoff error of the scenery tiles is
+ // still present, but we will make exactly the same roundoff error
+ // at each frame until the center is switched to a new
+ // position. This roundoff is still visible but you will most
+ // propably not notice.
+ double *vp = globals->get_current_view()->get_absolute_view_pos();
+ Point3D cntr(vp[0], vp[1], vp[2]);
+ if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
+ globals->get_scenery()->set_next_center( cntr );
}
globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
visibility_meters );
// update tile manager for view...
- // IMPORTANT!!! the tilemgr update for view location _must_ be done last
- // after the FDM's until all of Flight Gear code references the viewer's location
- // for elevation instead of the "scenery's" current elevation.
SGLocation *view_location = globals->get_current_view()->getSGLocation();
- globals->get_tile_mgr()->update( view_location, visibility_meters,
- current_view->get_absolute_view_pos() );
- // save results of update in SGLocation for fdm...
- if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
- }
- current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
-
- // If fdm location is same as viewer's then we didn't do the update for fdm location
- // above so we need to save the viewer results in the fdm SGLocation as well...
- if( acmodel_location == current_view->getSGLocation() ) {
- if( acmodel_location != 0 ) {
- if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
- acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
- }
- acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
+ globals->get_tile_mgr()->update( view_location, visibility_meters );
+ globals->get_scenery()->set_center( cntr );
+ {
+ double lon = view_location->getLongitude_deg();
+ double lat = view_location->getLatitude_deg();
+ double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
+
+ // check if we can reuse the groundcache for that purpose.
+ double ref_time, pt[3], r;
+ bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
+ if (valid &&
+ cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
+ // Reuse the cache ...
+ double lev
+ = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
+ lon*SGD_DEGREES_TO_RADIANS,
+ alt + 2.0);
+ view_location->set_cur_elev_m( lev );
+ } else {
+ // Do full intersection test.
+ double lev;
+ if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
+ view_location->set_cur_elev_m( lev );
+ else
+ view_location->set_cur_elev_m( -9999.0 );
}
}
+#ifdef ENABLE_AUDIO_SUPPORT
+ // Right now we make a simplifying assumption that the primary
+ // aircraft is the source of all sounds and that all sounds are
+ // positioned relative to the current view position.
+
+ static sgVec3 last_pos_offset;
+
+ // get the location data for the primary FDM (now hardcoded to ac model)...
+ SGLocation *acmodel_loc = NULL;
+ acmodel_loc = (SGLocation *)globals->
+ get_aircraft_model()->get3DModel()->getSGLocation();
+
+ // set positional offset for sources
+ sgdVec3 dsource_pos_offset;
+ sgdSubVec3( dsource_pos_offset,
+ view_location->get_absolute_view_pos(),
+ acmodel_loc->get_absolute_view_pos() );
+ // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
+ sgVec3 source_pos_offset;
+ sgSetVec3(source_pos_offset, dsource_pos_offset);
+ globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+
+ // set the velocity
+ sgVec3 source_vel;
+ sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
+ sgScaleVec3( source_vel, delta_time_sec );
+ sgCopyVec3( last_pos_offset, source_pos_offset );
+ // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
+ globals->get_soundmgr()->set_source_vel_all( source_vel );
+
+ // Right now we make a simplifying assumption that the listener is
+ // always positioned at the origin.
+ sgVec3 listener_pos;
+ sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
+ // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
+ globals->get_soundmgr()->set_listener_pos( listener_pos );
+#endif
+
// END Tile Manager udpates
+ if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+ fgSetBool("sim/sceneryloaded",true);
+ fgSetFloat("/sim/sound/volume", init_volume);
+ globals->get_soundmgr()->set_volume(init_volume);
+ }
+
if (fgGetBool("/sim/rendering/specular-highlight")) {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
- // redraw display
- fgRenderFrame();
+ fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
// then on.
static void fgIdleFunction ( void ) {
- // printf("idle state == %d\n", idle_state);
-
if ( idle_state == 0 ) {
- // Initialize the splash screen right away
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashInit();
- }
-
idle_state++;
+ fgSplashProgress("setting up scenegraph & user interface");
+
+
} else if ( idle_state == 1 ) {
+ idle_state++;
+ // This seems to be the absolute earliest in the init sequence
+ // that these calls will return valid info. Too bad it's after
+ // we've already created and sized out window. :-(
+ general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
+ general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
+ general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+ SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+
+ GLint tmp;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+ general.set_glMaxTexSize( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
+
+ glGetIntegerv( GL_DEPTH_BITS, &tmp );
+ general.set_glDepthBits( tmp );
+ SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+
+ // Initialize ssg (from plib). Needs to come before we do any
+ // other ssg stuff, but after opengl has been initialized.
+ ssgInit();
+
+ // Initialize the user interface (we need to do this before
+ // passing off control to the OS main loop and before
+ // fgInitGeneral to get our fonts !!!
+ guiInit();
+ fgSplashProgress("reading aircraft list");
+
+
+ } else if ( idle_state == 2 ) {
+ idle_state++;
+ // Read the list of available aircrafts
+ fgReadAircraft();
+
+#ifdef GL_EXT_texture_lod_bias
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
+#endif
+
+ // get the address of our OpenGL extensions
+ if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
+ if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfEXT");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvEXT");
+
+ } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
+ glPointParameterIsSupported = true;
+ glPointParameterfPtr = (glPointParameterfProc)
+ SGLookupFunction("glPointParameterfARB");
+ glPointParameterfvPtr = (glPointParameterfvProc)
+ SGLookupFunction("glPointParameterfvARB");
+ } else
+ glPointParameterIsSupported = false;
+ }
+ fgSplashProgress("reading airport & navigation data");
+
+
+ } else if ( idle_state == 3 ) {
+ idle_state++;
+ fgInitNav();
+ fgSplashProgress("setting up scenery");
+
+
+ } else if ( idle_state == 4 ) {
+ idle_state++;
+ // based on the requested presets, calculate the true starting
+ // lon, lat
+ fgInitPosition();
+
+ SGTime *t = fgInitTime();
+ globals->set_time_params( t );
+
+ // Do some quick general initializations
+ if( !fgInitGeneral()) {
+ SG_LOG( SG_GENERAL, SG_ALERT,
+ "General initializations failed ..." );
+ exit(-1);
+ }
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the property-based built-in commands
+ ////////////////////////////////////////////////////////////////////
+ fgInitCommands();
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the material manager
+ ////////////////////////////////////////////////////////////////////
+ globals->set_matlib( new SGMaterialLib );
+ globals->set_model_lib(new SGModelLib);
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the TG scenery subsystem.
+ ////////////////////////////////////////////////////////////////////
+ globals->set_scenery( new FGScenery );
+ globals->get_scenery()->init();
+ globals->get_scenery()->bind();
+ globals->set_tile_mgr( new FGTileMgr );
+
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the general model subsystem.
+ ////////////////////////////////////////////////////////////////////
+ globals->set_model_mgr(new FGModelMgr);
+ globals->get_model_mgr()->init();
+ globals->get_model_mgr()->bind();
+ fgSplashProgress("loading aircraft");
+
+
+ } else if ( idle_state == 5 ) {
+ idle_state++;
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the 3D aircraft model subsystem (has a dependency on
+ // the scenery subsystem.)
+ ////////////////////////////////////////////////////////////////////
+ globals->set_aircraft_model(new FGAircraftModel);
+ globals->get_aircraft_model()->init();
+ globals->get_aircraft_model()->bind();
+
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the view manager subsystem.
+ ////////////////////////////////////////////////////////////////////
+ FGViewMgr *viewmgr = new FGViewMgr;
+ globals->set_viewmgr( viewmgr );
+ viewmgr->init();
+ viewmgr->bind();
+ fgSplashProgress("generating sky elements");
+
+
+ } else if ( idle_state == 6 ) {
+ idle_state++;
+ // Initialize the sky
+ SGPath ephem_data_path( globals->get_fg_root() );
+ ephem_data_path.append( "Astro" );
+ SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
+ ephem->update( globals->get_time_params()->getMjd(),
+ globals->get_time_params()->getLst(),
+ 0.0 );
+ globals->set_ephem( ephem );
+
+ // TODO: move to environment mgr
+ thesky = new SGSky;
+ SGPath texture_path(globals->get_fg_root());
+ texture_path.append("Textures");
+ texture_path.append("Sky");
+ for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
+ SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
+ thesky->add_cloud_layer(layer);
+ }
+
+ SGPath sky_tex_path( globals->get_fg_root() );
+ sky_tex_path.append( "Textures" );
+ sky_tex_path.append( "Sky" );
+ thesky->texture_path( sky_tex_path.str() );
+
+ // The sun and moon diameters are scaled down numbers of the
+ // actual diameters. This was needed to fit bot the sun and the
+ // moon within the distance to the far clip plane.
+ // Moon diameter: 3,476 kilometers
+ // Sun diameter: 1,390,000 kilometers
+ thesky->build( 80000.0, 80000.0,
+ 463.3, 361.8,
+ globals->get_ephem()->getNumPlanets(),
+ globals->get_ephem()->getPlanets(),
+ globals->get_ephem()->getNumStars(),
+ globals->get_ephem()->getStars() );
+
+ // Initialize MagVar model
+ SGMagVar *magvar = new SGMagVar();
+ globals->set_mag( magvar );
+
+
+ // kludge to initialize mag compass
+ // (should only be done for in-flight
+ // startup)
+ // update magvar model
+ globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/latitude-deg")
+ * SGD_DEGREES_TO_RADIANS,
+ fgGetDouble("/position/altitude-ft")
+ * SG_FEET_TO_METER,
+ globals->get_time_params()->getJD() );
+ double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
+ fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+
+ // airport = new ssgBranch;
+ // airport->setName( "Airport Lighting" );
+ // lighting->addKid( airport );
+
+ // build our custom render states
+ globals->get_renderer()->build_states();
+ fgSplashProgress("initializing subsystems");
+
+
+ } else if ( idle_state == 7 ) {
+ idle_state++;
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
}
#endif
- idle_state++;
- } else if ( idle_state == 2 ) {
// These are a few miscellaneous things that aren't really
// "subsystems" but still need to be initialized.
}
#endif
- idle_state++;
- } else if ( idle_state == 3 ) {
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flightgear, its initialization call should
"Subsystem initializations failed ..." );
exit(-1);
}
+ fgSplashProgress("setting up time & renderer");
- idle_state++;
- } else if ( idle_state == 4 ) {
+
+ } else if ( idle_state == 8 ) {
+ idle_state = 1000;
// Initialize the time offset (warp) after fgInitSubsystem
// (which initializes the lighting interpolation tables.)
fgInitTimeOffset();
// setup OpenGL view parameters
- fgInitVisuals();
-
- // Read the list of available aircrafts
- fgReadAircraft();
-
- idle_state++;
- } else if ( idle_state == 5 ) {
-
- idle_state++;
- } else if ( idle_state == 6 ) {
- // sleep(1);
-
- idle_state = 1000;
+ globals->get_renderer()->init();
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
- fgReshape( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
+ globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
+
+ fgSplashProgress("loading scenery objects");
- }
+ }
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
-
- glutIdleFunc(fgMainLoop);
- } else {
- if ( fgGetBool("/sim/startup/splash-screen") ) {
- fgSplashUpdate(0.0, 1.0);
- }
- }
-}
-
-// options.cxx needs to see this for toggle_panel()
-// Handle new window size or exposure
-void fgReshape( int width, int height ) {
- int view_h;
-
- if ( (!fgGetBool("/sim/virtual-cockpit"))
- && fgPanelVisible() && idle_state == 1000 ) {
- view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
- globals->get_current_panel()->getYOffset()) / 768.0);
- } else {
- view_h = height;
+ fgSetBool("sim/sceneryloaded", false);
+ fgRegisterIdleHandler( fgMainLoop );
}
-
- // for all views
- FGViewMgr *viewmgr = globals->get_viewmgr();
- for ( int i = 0; i < viewmgr->size(); ++i ) {
- viewmgr->get_view(i)->
- set_aspect_ratio((float)view_h / (float)width);
- }
-
- glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
-
- fgSetInt("/sim/startup/xsize", width);
- fgSetInt("/sim/startup/ysize", height);
- guiInitMouse(width, height);
-
- ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
-
- fgHUDReshape();
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
- viewmgr->get_current_view()->get_v_fov() );
-#endif
-
-}
-
-// Initialize GLUT and define a main window
-static bool fgGlutInit( int *argc, char **argv ) {
-
-#if !defined( macintosh )
- // GLUT will extract all glut specific options so later on we only
- // need wory about our own.
- glutInit(argc, argv);
-#endif
-
- // Define Display Parameters. Clouds3d works best with --bpp32 option
- if ( fgGetBool("/sim/rendering/clouds3d") ) {
- glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA );
- } else {
- glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
- }
-
- SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
- fgGetInt("/sim/startup/xsize") << "x"
- << fgGetInt("/sim/startup/ysize") );
-
- // Define initial window size
- glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
-
- // Initialize windows
- if ( !fgGetBool("/sim/startup/game-mode")) {
- // Open the regular window
- glutCreateWindow("FlightGear");
-#ifndef GLUT_WRONG_VERSION
- } else {
- // Open the cool new 'game mode' window
- char game_mode_str[256];
-//#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
-#if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
-#ifndef ENUM_CURRENT_SETTINGS
-#define ENUM_CURRENT_SETTINGS ((DWORD)-1)
-#define ENUM_REGISTRY_SETTINGS ((DWORD)-2)
-#endif
-
- DEVMODE dm;
- dm.dmSize = sizeof(DEVMODE);
- EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
- fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
- fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
- glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
- sprintf( game_mode_str, "%dx%d:%d@%d",
- dm.dmPelsWidth,
- dm.dmPelsHeight,
- dm.dmBitsPerPel,
- dm.dmDisplayFrequency );
-#else
- // Open the cool new 'game mode' window
- sprintf( game_mode_str, "width=%d height=%d bpp=%d",
- fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize"),
- fgGetInt("/sim/rendering/bits-per-pixel"));
-
-#endif // HAVE_WINDOWS_H
- SG_LOG( SG_GENERAL, SG_INFO,
- "game mode params = " << game_mode_str );
- glutGameModeString( game_mode_str );
- glutEnterGameMode();
-#endif // GLUT_WRONG_VERSION
- }
-
- // This seems to be the absolute earliest in the init sequence
- // that these calls will return valid info. Too bad it's after
- // we've already created and sized out window. :-(
- general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
- general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
- general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
- SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
-
- GLint tmp;
- glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
- general.set_glMaxTexSize( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-
- glGetIntegerv( GL_DEPTH_BITS, &tmp );
- general.set_glDepthBits( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
-
- return true;
}
-// Initialize GLUT event handlers
-static bool fgGlutInitEvents( void ) {
- // call fgReshape() on window resizes
- glutReshapeFunc( fgReshape );
-
- // keyboard and mouse callbacks are set in FGInput::init
-
- // call fgMainLoop() whenever there is
- // nothing else to do
- glutIdleFunc( fgIdleFunction );
-
- // draw the scene
- glutDisplayFunc( fgRenderFrame );
-
- return true;
-}
-
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
#endif
// set default log levels
- sglog().setLogLevels( SG_ALL, SG_INFO );
+ sglog().setLogLevels( SG_ALL, SG_ALERT );
string version;
#ifdef FLIGHTGEAR_VERSION
// seed the random number generater
sg_srandom_time();
- SGRoute *route = new SGRoute;
- globals->set_route( route );
-
FGControls *controls = new FGControls;
globals->set_controls( controls );
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "0.9.2";
+ static char required_version[] = "0.9.8";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
+ SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
cerr << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
+#ifdef _MSC_VER
+ cerr << "Hit a key to continue..." << endl;
+ cin.get();
+#endif
exit(-1);
}
- // Initialize the Aircraft directory to "" (UIUC)
- aircraft_dir = "";
+ sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
// Load the configuration parameters. (Command line options
// overrides config file options. Config file options override
}
// Initialize the Window/Graphics environment.
- if( !fgGlutInit(&argc, argv) ) {
- SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
- exit(-1);
- }
-
- // Initialize the various GLUT Event Handlers.
- if( !fgGlutInitEvents() ) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "GLUT event handler initialization failed ..." );
- exit(-1);
- }
-
- // Initialize plib net interface
- netInit( &argc, argv );
-
- // Initialize ssg (from plib). Needs to come before we do any
- // other ssg stuff, but after opengl/glut has been initialized.
- ssgInit();
-
- // Initialize the user interface (we need to do this before
- // passing off control to glut and before fgInitGeneral to get our
- // fonts !!!
- guiInit();
+#if !defined(__APPLE__) || defined(OSX_BUNDLE)
+ // Mac OS X command line ("non-bundle") applications call this
+ // from main(), in bootstrap.cxx. Andy doesn't know why, someone
+ // feel free to add comments...
+ fgOSInit(&argc, argv);
+ _bootstrap_OSInit++;
+#endif
- // Read the list of available aircrafts
- fgReadAircraft();
+ fgRegisterWindowResizeHandler( &FGRenderer::resize );
+ fgRegisterIdleHandler( &fgIdleFunction );
+ fgRegisterDrawHandler( &FGRenderer::update );
-#ifdef GL_EXT_texture_lod_bias
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
+#ifdef FG_ENABLE_MULTIPASS_CLOUDS
+ bool get_stencil_buffer = true;
+#else
+ bool get_stencil_buffer = false;
#endif
- // get the address of our OpenGL extensions
- if ( fgGetBool("/sim/rendering/distance-attenuation") )
- {
- if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfEXT");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvEXT");
-
- } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
- glPointParameterIsSupported = true;
- glPointParameterfPtr = (glPointParameterfProc)
- SGLookupFunction("glPointParameterfARB");
- glPointParameterfvPtr = (glPointParameterfvProc)
- SGLookupFunction("glPointParameterfvARB");
- } else
- glPointParameterIsSupported = false;
- }
-
- // based on the requested presets, calculate the true starting
- // lon, lat
- fgInitNav();
- fgInitPosition();
-
- SGTime *t = fgInitTime();
- globals->set_time_params( t );
-
- // Do some quick general initializations
- if( !fgInitGeneral()) {
- SG_LOG( SG_GENERAL, SG_ALERT,
- "General initializations failed ..." );
- exit(-1);
- }
+ // Initialize plib net interface
+ netInit( &argc, argv );
- ////////////////////////////////////////////////////////////////////
- // Initialize the property-based built-in commands
- ////////////////////////////////////////////////////////////////////
- fgInitCommands();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the material manager
- ////////////////////////////////////////////////////////////////////
- globals->set_matlib( new SGMaterialLib );
-
- globals->set_model_lib(new SGModelLib);
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the TG scenery subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_scenery( new FGScenery );
- globals->get_scenery()->init();
- globals->get_scenery()->bind();
- globals->set_tile_mgr( new FGTileMgr );
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the general model subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_model_mgr(new FGModelMgr);
- globals->get_model_mgr()->init();
- globals->get_model_mgr()->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the 3D aircraft model subsystem (has a dependency on
- // the scenery subsystem.)
- ////////////////////////////////////////////////////////////////////
- globals->set_aircraft_model(new FGAircraftModel);
- globals->get_aircraft_model()->init();
- globals->get_aircraft_model()->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the view manager subsystem.
- ////////////////////////////////////////////////////////////////////
- FGViewMgr *viewmgr = new FGViewMgr;
- globals->set_viewmgr( viewmgr );
- viewmgr->init();
- viewmgr->bind();
-
-
- // Initialize the sky
- SGPath ephem_data_path( globals->get_fg_root() );
- ephem_data_path.append( "Astro" );
- SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
- ephem->update( globals->get_time_params()->getMjd(),
- globals->get_time_params()->getLst(),
- 0.0 );
- globals->set_ephem( ephem );
-
- // TODO: move to environment mgr
- thesky = new SGSky;
- SGPath texture_path(globals->get_fg_root());
- texture_path.append("Textures");
- texture_path.append("Sky");
- for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
- SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
- thesky->add_cloud_layer(layer);
- }
+ // Clouds3D requires an alpha channel
+ // clouds may require stencil buffer
+ fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize"),
+ fgGetInt("/sim/rendering/bits-per-pixel"),
+ fgGetBool("/sim/rendering/clouds3d"),
+ get_stencil_buffer,
+ fgGetBool("/sim/startup/fullscreen") );
- SGPath sky_tex_path( globals->get_fg_root() );
- sky_tex_path.append( "Textures" );
- sky_tex_path.append( "Sky" );
- thesky->texture_path( sky_tex_path.str() );
-
- // The sun and moon diameters are scaled down numbers of the
- // actual diameters. This was needed to fit bot the sun and the
- // moon within the distance to the far clip plane.
- // Moon diameter: 3,476 kilometers
- // Sun diameter: 1,390,000 kilometers
- thesky->build( 80000.0, 80000.0,
- 463.3, 361.8,
- globals->get_ephem()->getNumPlanets(),
- globals->get_ephem()->getPlanets(),
- globals->get_ephem()->getNumStars(),
- globals->get_ephem()->getStars() );
-
- // Initialize MagVar model
- SGMagVar *magvar = new SGMagVar();
- globals->set_mag( magvar );
-
-
- // kludge to initialize mag compass
- // (should only be done for in-flight
- // startup)
- // update magvar model
- globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
- * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/latitude-deg")
- * SGD_DEGREES_TO_RADIANS,
- fgGetDouble("/position/altitude-ft")
- * SG_FEET_TO_METER,
- globals->get_time_params()->getJD() );
- double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
- fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
-
- // airport = new ssgBranch;
- // airport->setName( "Airport Lighting" );
- // lighting->addKid( airport );
-
- // ADA
- fgLoadDCS();
- // ADA
-
-#ifdef FG_NETWORK_OLK
- // Do the network intialization
- if ( fgGetBool("/sim/networking/network-olk") ) {
- printf("Multipilot mode %s\n",
- fg_net_init( globals->get_scenery()->get_scene_graph() ) );
- }
-#endif
+ // Initialize the splash screen right away
+ fntInit();
+ fgSplashInit(fgGetString("/sim/startup/splash-texture"));
- // build our custom render states
- fgBuildRenderStates();
-
- // pass control off to the master GLUT event handler
- glutMainLoop();
+ // pass control off to the master event handler
+ fgOSMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
}
-// $$$ end - added VS Renganathan, 15 Oct 2K
-// - added Venky , 12 Nov 2K
-
-
-void fgLoadDCS(void) {
-
- ssgEntity *ship_obj = NULL;
-
- char obj_filename[25];
-
- for ( int k = 0; k < 32; k++ ) {
- ship_pos[k]=NULL;
- }
-
- SGPath tile_path( globals->get_fg_root());
- tile_path.append( "Scenery" );
- tile_path.append( "Objects.txt" );
- sg_gzifstream in( tile_path.str() );
- if ( ! in.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
- } else {
-
- SGPath modelpath( globals->get_fg_root() );
- modelpath.append( "Models" );
- modelpath.append( "Geometry" );
-
- SGPath texturepath( globals->get_fg_root() );
- texturepath.append( "Models" );
- texturepath.append( "Textures" );
-
- ssgModelPath( (char *)modelpath.c_str() );
- ssgTexturePath( (char *)texturepath.c_str() );
-
- ship_sel = new ssgSelector;
-
- char c;
- while ( ! in.eof() ) {
- in >> ::skipws;
- if ( in.get( c ) && c == '#' ) {
- in >> skipeol;
- } else {
- in.putback(c);
- in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
- /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] << " " << obj_alt[objc] << endl;
- int chj=getchar();*/
-
- obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
- obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
-
- ship_pos[objc] = new ssgTransform;
-
- // type "repeat" in objects.txt to load one more
- // instance of the last object.
-
- if ( strcmp(obj_filename,"repeat") != 0) {
- ship_obj =
- globals->get_model_lib()->load_model( globals->get_fg_root(), obj_filename, globals->get_props(), globals->get_sim_time_sec() );
- }
-
- if ( ship_obj != NULL ) {
- ship_obj->setName(obj_filename);
- if (objc == 0)
- ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
- else
- ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
- ship_pos[objc]->addKid( ship_obj ); // add object to transform node
- ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
- SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
- << obj_filename );
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
- << obj_filename );
- }
-
- // temporary hack for deck lights - ultimately should move to PLib (when??)
- //const char *extn = file_extension ( obj_filename ) ;
- if ( objc == 1 ){
- // ssgVertexArray *lights = new ssgVertexArray( 100 );
- ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
- ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
- ssgVertexArray *lightdir = new ssgVertexArray( 100 );
- int ltype[500], light_type = 0;
- static int ltcount = 0;
- string token;
- sgVec3 rway_dir,rway_normal,lightpt;
- Point3D node;
- modelpath.append(obj_filename);
- sg_gzifstream in1( modelpath.str() );
- if ( ! in1.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
- } else {
- while ( ! in1.eof() ) {
- in1 >> ::skipws;
- if ( in1.get( c ) && c == '#' ) {
- in1 >> skipeol;
- } else {
- in1.putback(c);
- in1 >> token;
- //cout << token << endl;
- if ( token == "runway" ) {
- in1 >> node;
- sgSetVec3 (rway_dir, node[0], node[1], node[2] );
- } else if ( token == "edgelight" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 1;
- } else if ( token == "taxi" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 2;
- } else if ( token == "vasi" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 3;
- } else if ( token == "threshold" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 4;
- } else if ( token == "rabbit" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 5;
- } else if ( token == "ols" ) {
- in1 >> node;
- sgSetVec3 (rway_ols, node[0], node[1], node[2] );
- light_type = 6;
- } else if ( token == "red" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 7;
- } else if ( token == "green" ) {
- in1 >> node;
- sgSetVec3 (rway_normal, node[0], node[1], node[2] );
- light_type = 8;
- } else if ( token == "lp" ) {
- in1 >> node;
- sgSetVec3 (lightpt, node[0], node[1], node[2] );
- lightpoints->add( lightpt );
- lightnormals->add( rway_normal );
- lightdir->add( rway_dir );
- ltype[ltcount]= light_type;
- ltcount++;
- }
- if (in1.eof()) break;
- }
- } //while
-
-#if 0
- if ( lightpoints->getNum() ) {
- ssgBranch *lightpoints_branch;
- long int dummy = -999;
- dummy_tile = new FGTileEntry((SGBucket)dummy);
- dummy_tile->lightmaps_sequence = new ssgSelector;
- dummy_tile->ols_transform = new ssgTransform;
-
- // call function to generate the runway lights
- lightpoints_branch =
- dummy_tile->gen_runway_lights( lightpoints, lightnormals,
- lightdir, ltype);
- lightpoints_brightness->addKid(lightpoints_branch);
- lightpoints_transform->addKid(lightpoints_brightness);
- //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
- lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
- lightpoints_transform->ref();
- globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
- }
-#endif
- } //if in1
- } //if objc
- // end hack for deck lights
-
- objc++;
-
- if (in.eof()) break;
- }
- } // while
-
- SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
-
- globals->get_scenery()->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node
- }
-
- return;
- }
-
-
-void fgUpdateDCS (void) {
-
- // double eye_lat,eye_lon,eye_alt;
- // static double obj_head;
- double sl_radius,obj_latgc;
- // float nresultmat[4][4];
- // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
- double bz[3];
-
- // Instantaneous Geodetic Lat/Lon/Alt of moving object
- FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
-
- // Deck should be the first object in objects.txt in case of fdm=ada
-
- if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
- if ((fdm->get_iaux(1))==1)
- {
- obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
- obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
- obj_alt[1] = fdm->get_daux(3);
- obj_pitch[1] = fdm->get_faux(1);
- obj_roll[1] = fdm->get_faux(2);
- }
- }
-
- for ( int m = 0; m < objc; m++ ) {
- //cout << endl << obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
- //int v=getchar();
-
- //Geodetic to Geocentric angles for rotation
- sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
-
- //moving object gbs-posn in cartesian coords
- Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
- Point3D obj_pos = sgGeodToCart( obj_posn );
-
- // Translate moving object w.r.t eye
- Point3D Objtrans = obj_pos - globals->get_scenery()->get_center();
- bz[0]=Objtrans.x();
- bz[1]=Objtrans.y();
- bz[2]=Objtrans.z();
-
- // rotate dynamic objects for lat,lon & alt and other motion about its axes
-
- sgMat4 sgTRANS;
- sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
-
- sgVec3 ship_fwd,ship_rt,ship_up;
- sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
- sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
- sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
-
- sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
- sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
- sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
- sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
- sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
- sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
-
- sgMat4 sgTUX;
- sgCopyMat4( sgTUX, sgROT_hdg );
- sgPostMultMat4( sgTUX, sgROT_pitch );
- sgPostMultMat4( sgTUX, sgROT_roll );
- sgPostMultMat4( sgTUX, sgROT_lat );
- sgPostMultMat4( sgTUX, sgROT_lon );
- sgPostMultMat4( sgTUX, sgTRANS );
-
- sgCoord shippos;
- sgSetCoord(&shippos, sgTUX );
- ship_pos[m]->setTransform( &shippos );
- // temporary hack for deck lights - ultimately should move to PLib (when ??)
- if (m == 1) {
- if (lightpoints_transform) {
- lightpoints_transform->setTransform( &shippos );
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
- if ( sun_angle > 89 ) {
- lightpoints_brightness->select(0x01);
- } else {
- lightpoints_brightness->select(0x00);
- }
- }
-
- float elev;
- sgVec3 rp,to;
- float *vp;
- float alt;
- float ref_elev;
- sgXformPnt3( rp, rway_ols, sgTUX );
- vp = globals->get_current_view()->get_view_pos();
- to[0] = rp[0]-vp[0];
- to[1] = rp[1]-vp[1];
- to[2] = rp[2]-vp[2];
- float dist = sgLengthVec3( to );
- alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
-
- elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
-
- ref_elev = elev - 3.75; // +ve above, -ve below
-
- unsigned int sel;
- sel = 0xFF;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-// if (ref_elev > 0.51) sel = 0x21;
-// if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
-// if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
-// if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
-// if (ref_elev < -0.51) sel = 0x30;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
- // dummy_tile->lightmaps_sequence->select(sel);
-
- sgVec3 up;
- sgCopyVec3 (up, ship_up);
- if (dist > 750)
- sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
- else
- sgScaleVec3 (up, 4.0*ref_elev);
- // dummy_tile->ols_transform->setTransform(up);
- //cout << "ref_elev " << ref_elev << endl;
- }
- // end hack for deck lights
-
- }
- if ( ship_sel != NULL ) {
- ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
- }
-}
-
-// $$$ end - added VS Renganathan, 15 Oct 2K
-// added Venky , 12 Nov 2K